Method for displaying pictograms in a virtual scene, and apparatus, device, and computer program

The method of directly displaying emojis in response to interaction events within the virtual scene addresses the inefficiency of human-computer interaction in MOBA games, allowing for quick and efficient team communication.

JP7730925B2Active Publication Date: 2025-08-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023571348
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-08-25
Filing Date
2022-08-08
Publication Date
2025-08-28
Estimated Expiration
2042-08-08

AI Technical Summary

Technical Problem

The inefficiency of human-computer interaction in multiplayer online battle arena (MOBA) games due to the cumbersome process of sending emojis through chat windows during gameplay.

Method used

A method and system for directly displaying emojis in response to interaction events within the virtual scene, allowing users to quickly send replies without opening a chat window, by using a first emoji to trigger a second emoji response.

Benefits of technology

Improves the efficiency of human-computer interaction by enabling quick emoji responses within the game environment, enhancing communication among team members.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

This application discloses a method for displaying an emoji in a virtual scene, and a device, apparatus, and medium thereof, which belong to the field of computer technology. The method includes a step of displaying a virtual scene (301), a step of displaying a first emoji in the virtual scene when a first interaction event occurs in the virtual scene (302), and a step of displaying a second emoji in the virtual scene in response to an operation on the first emoji (303).
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Description

[Technical Field]

[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application claims priority to a Chinese patent application filed on August 25, 2021, bearing application number 202110981209.0 and entitled "Method for displaying emojis in virtual scenes and its device, equipment and medium," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computer technology, and more particularly to a method, apparatus, device and computer program for displaying pictograms in a virtual scene. [Background technology]

[0003] With the development of multimedia technology, the types of games available to play are increasing. MOBA games are relatively popular, in which various virtual objects compete in a virtual scene during the game. Summary of the Invention [Problem to be solved by the invention]

[0004] The present embodiment provides a method for displaying pictograms in a virtual scene, which can improve the efficiency of human-computer interaction (HCI), and an apparatus, device, and medium for the method. [Means for solving the problem]

[0005] In one aspect, there is provided a method for displaying emojis in a virtual scene, said method comprising: displaying a virtual scene, the virtual scene displaying a controlled virtual object; When a first interaction event occurs in the virtual scene, displaying a first pictogram corresponding to the first interaction event in the virtual scene, the first interaction event being an interaction event associated with a first virtual object, and the first virtual object being a virtual object in the same team as the controlled virtual object; and displaying a second emoji in the virtual scene in response to an operation on the first emoji, the second emoji being used to reply to the first emoji.

[0006] In one aspect, there is provided a display device of an emoji in a virtual scene, said device comprising: a virtual scene display module configured to display a virtual scene, the virtual scene displaying the controlled virtual object; a first emoji display module configured to, when a first interaction event occurs in the virtual scene, display a first emoji corresponding to the first interaction event in the virtual scene, wherein the first interaction event is an interaction event associated with a first virtual object, and the first virtual object is a virtual object in the same team as the controlled virtual object; a second emoji display module configured to display a second emoji in the virtual scene in response to an operation on the first emoji, the second emoji being used to reply to the first emoji.

[0007] In one aspect, a computer device is provided that includes one or more processors and one or more memories, wherein the one or more memories store at least one computer program that, when loaded and executed by the one or more processors, realizes a method for displaying emojis in the virtual scene.

[0008] In one aspect, a computer-readable storage medium is provided having stored thereon at least one computer program, which, when loaded and executed by a processor, implements a method for displaying emojis in the virtual scene.

[0009] In one aspect, there is provided a computer program product or computer program comprising program code, the program code being stored on a computer-readable storage medium, the program code being read by a processor of a computing device and executed by the processor to cause the computing device to perform the method for displaying emojis in a virtual scene as described above. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a schematic diagram of an implementation environment of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention; [Figure 2] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 3] 1 is a flowchart of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. [Figure 4] 1 is a flowchart of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. [Figure 5] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 6] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 7] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 8] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 9] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 10] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 11] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 12] FIG. 1 is a schematic diagram of an interface according to an embodiment of the present invention. [Figure 13] FIG. 1 is a logic block diagram of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. [Figure 14] 1 is an exemplary structural diagram of a display device for displaying pictograms in a virtual scene according to an embodiment of the present application; [Figure 15] FIG. 2 is an exemplary structural diagram of a terminal according to an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0011] In order to more clearly describe the technical solutions in the embodiments of the present application, the drawings necessary for describing the embodiments are briefly introduced above.

[0012] If a user wants to send an emoji (also called an emoticon or a stamp) while playing a multiplayer online battle arena (MOBA) game, the user needs to call up a chat window during the MOBA game, call up an emoji selection panel in the chat window, select an emoji from the emoji selection panel, and click the send control in the chat window to send the emoji.

[0013] In this case, the steps for users to send emojis are relatively cumbersome, which reduces the efficiency of human-computer interaction.

[0014] First, terms used in the present embodiment will be explained.

[0015] A virtual scene is a virtual scene displayed (or provided) when an application is executed on a terminal. The virtual scene may be a simulation of the real world, a semi-simulated / semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual scene may be one of a two-dimensional virtual scene, a two-and-a-half-dimensional virtual scene, and a three-dimensional virtual scene. Optionally, the virtual scene is also used for a virtual world battle between at least two virtual objects, the virtual world having virtual resources available to the at least two virtual objects. Optionally, the virtual world includes symmetrical lower-left and upper-right corner regions, and virtual objects belonging to two opposing camps each occupy one of the regions, and a victory condition is to destroy a target building / base / campus / crystal deep within the opponent's territory.

[0016] A virtual object refers to a movable object in a virtual world. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. Optionally, if the virtual world is a three-dimensional virtual world, the virtual objects may be three-dimensional models, each having its own shape and volume in the three-dimensional virtual world and occupying a portion of space within the three-dimensional virtual world. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different appearances by wearing different skins. In some embodiments, the virtual object may be realized using a 2.5D or 2D model, and the embodiments of the present application are not limited thereto. A user can manipulate a virtual object in a virtual scene through a terminal to perform an action, including, but not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual person, such as a simulated human character or an animated character.

[0017] A multiplayer online tactical game is a virtual world in which different virtual teams belonging to at least two opposing camps occupy different territories and compete against each other to achieve certain victory conditions. The victory conditions include, but are not limited to, capturing a base, destroying the opposing camp's base, killing the opposing camp's virtual objects, ensuring one's own survival within a specific scene and time frame, capturing specific resources, or outscoring the opponent within a specified time frame. The tactical game may be played in rounds, and the maps for each round may be the same or different. Each virtual team includes one or more virtual objects, such as one, two, three, or five.

[0018] A MOBA game is a game that provides several bases in a virtual world and allows users from different teams to control virtual objects and compete in the virtual world to capture or destroy the opposing team's base. For example, a MOBA game can divide users into two opposing teams, and distribute user-controlled virtual objects throughout the virtual world to compete against each other. The victory condition is to destroy or capture all of the enemy's bases. MOBA games are played in units of one round, and the duration of one round of a MOBA game is from the time the game starts to the time the victory condition is met.

[0019] 1 is a schematic diagram of an implementation environment of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. Referring to FIG. 1, the implementation environment includes a first terminal 110, a second terminal 120, a third terminal 130, and a server 140.

[0020] The first terminal 110, the second terminal 120, the third terminal 130, and the server 140 may be directly or indirectly connected via wired or wireless communication, and the present application is not particularly limited thereto.

[0021] Optionally, the first terminal 110 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smartwatch, etc. An application for displaying a virtual scene is installed and executed on the first terminal 110. The application may be used to start any one of a first-person shooter game (FPS), a third-person shooter game, a multiplayer online battle arena game (MOBA), a virtual reality application, a three-dimensional map program, or a multiplayer survival game. Illustratively, the first terminal 110 is a terminal used by a first user.

[0022] Optionally, the second terminal 120 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smartwatch, etc. The second terminal 120 has the same type of application installed and running as the first terminal 110. Illustratively, the second terminal 120 is a terminal used by a second user, who is a user on the same team as the first user, and correspondingly, the virtual object controlled by the second terminal 120 is a virtual object on the same team as the virtual object controlled by the first terminal 110.

[0023] Optionally, the third terminal 130 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smartwatch, etc. The same type of application as that of the first terminal 110 is installed and running on the third terminal 130. Illustratively, the third terminal 130 is a terminal used by a third user, who is a user on a different team from the first user, and correspondingly, the virtual object controlled by the third terminal 130 is a virtual object on a different team from the virtual object controlled by the first terminal 110.

[0024] In the present embodiment, a virtual object controlled by the first terminal 110 is referred to as a controlled virtual object, and virtual objects controlled by the second terminal 120 and the third terminal 130 are referred to as other virtual objects. That is, the following description is performed by the first terminal 110. When the technical solution according to the present embodiment is performed by the second terminal 120 or the third terminal 130, the virtual object controlled by the second terminal 120 or the third terminal 130 becomes the controlled virtual object. The controlled virtual object and the other virtual objects are in the same virtual scene, and the first user can control the controlled virtual object through the first terminal 110 to interact with the other virtual objects in the virtual scene, that is, can compete with the virtual object controlled by the third terminal 130 together with the virtual object controlled by the second terminal 120.

[0025] The number of the second terminal 120 and the third terminal 130 may be one or more, and the embodiment of the present invention is not limited thereto.

[0026] Alternatively, the server 140 may be an independent physical server, a server cluster configured by multiple physical servers, or a distributed system, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The server 140 is used to provide back-end services of applications that display virtual scenes, for example, to process data uploaded from the first terminal 110, the second terminal 120, and the third terminal 130, and to feed back the processing results on the data to the first terminal 110, the second terminal 120, and the third terminal 130, thereby realizing competition between virtual objects.

[0027] After introducing the implementation environment of the present embodiment, we will next explain the application scenario of the present embodiment. In the following explanation, the terminal is any one of the first terminal 110, the second terminal 120, and the third terminal 130 in the above implementation environment, and the server is the server 140 in the above implementation environment.

[0028] The method for displaying pictograms in a virtual scene according to the present embodiment may be applied to MOBA games, FPS games, or Auto Battler games, and the present embodiment is not limited thereto.

[0029] In the case where a method for displaying emojis in a virtual scene according to an embodiment of the present application is applied to a MOBA game, for example, one round of the MOBA game includes 10 users. The 10 users are divided into two teams, Team A and Team B, and compete against each other. The game characters controlled by the users through the terminals are controlled virtual objects, and the controlled virtual objects belong to Team A. When a first interaction event occurs in the virtual scene, the terminal displays a first emoji in the virtual scene. The first interaction event may include other users of Team A sending the first emoji in the virtual scene, or other users of Team A controlling a virtual object to complete a target event in the virtual scene, such as other users of Team A consecutively defeating multiple users of Team B in the virtual scene, or other users of Team A controlling a virtual object to defeat a monster in the virtual scene, but the embodiment of the present application is not limited thereto. Here, the monster refers to a virtual object controlled by artificial intelligence. After the terminal displays a first emoji in the virtual scene, if the user wants to reply to the first emoji, the user can directly perform a corresponding operation on the first emoji to quickly send a second emoji to reply to the first emoji without opening a chat window and selecting an emoji, thereby improving the efficiency of human-computer interaction.

[0030] When the method for displaying emojis in a virtual scene according to the present embodiment is applied to an FPS game, for example, one round of the FPS game includes 10 users. The 10 users are divided into two teams, Team A and Team B, to compete against each other. A game character controlled by a user through a terminal is a controlled virtual object, and the controlled virtual object belongs to Team A. When a first interaction event occurs in the virtual scene, the terminal displays a first emoji in the virtual scene. The first interaction event may include other users of Team A sending the first emoji in the virtual scene, or other users of Team A controlling a virtual object to complete a target event in the virtual scene, for example, other users of Team A consecutively defeating multiple users of Team B in the virtual scene, or other users of Team A controlling a virtual object to successfully defuse a virtual bomb in the virtual scene, but the present embodiment is not limited thereto. After the terminal displays a first emoji in the virtual scene, if the user wants to reply to the first emoji, the user can directly perform a corresponding operation on the first emoji to quickly send a second emoji to reply to the first emoji without opening a chat window and selecting an emoji, thereby improving the efficiency of human-computer interaction.

[0031] When the method for displaying emojis in a virtual scene according to the present embodiment is applied to an auto-battler game, for example, one round of the auto-battler game includes 10 users. The 10 users are divided into five teams to compete against each other, that is, two users belong to each team, and the five teams are Team A, Team B, Team C, Team D, and Team E. The game characters controlled by the users through the terminals are controlled virtual objects, and the controlled virtual objects belong to Team A. When a first interaction event occurs in the virtual scene, the terminal displays a first emoji in the virtual scene. The first interaction event may include another user of Team A sending the first emoji in the virtual scene, or another user of Team A controlling a virtual object to complete a target event in the virtual scene, for example, another user of Team A controlling a virtual object to consecutively defeat users of the other four teams in the virtual scene, but the present embodiment is not limited thereto. After the terminal displays a first emoji in the virtual scene, if the user wants to reply to the first emoji, the user can directly perform a corresponding operation on the first emoji to quickly send a second emoji to reply to the first emoji without opening a chat window and selecting an emoji, thereby improving the efficiency of human-computer interaction.

[0032] It should be noted that the above description has been given using examples in which the method for displaying emojis in a virtual scene according to the present embodiment is applied to a MOBA game, an FPS game, or an autobattler game. In other possible embodiments, the method for displaying emojis in a virtual scene according to the present embodiment may also be applied to other types of games, and the present embodiment is not limited thereto.

[0033] In the following description, the method for displaying pictograms in a virtual scene according to the embodiment of the present invention is applied to an MOBA game as an example.

[0034] In order to more clearly explain the technical solution of the present application, we first take a MOBA game as an example to describe the interface of the MOBA game: Referring to FIG. 2 , a virtual scene 200 is included, in which a controlled virtual object 201 is displayed, and a user can control the behavior of the virtual object 201 in the virtual scene using the following buttons: Joystick 202: A user can control a controlled virtual object to move in a virtual scene by touching the joystick 202. In some embodiments, a user can control the movement direction of an attached virtual object of the controlled virtual object by touching the joystick 202, where the attached virtual object may be a virtual object summoned by the controlled virtual object through a virtual skill.

[0035] Skill Controls 203: The user can activate different skills by clicking on different skill controls 203. In some embodiments, the user can also control the direction in which the skill is activated by dragging the skill control 203.

[0036] Attack control 204: The user can control the virtual object to perform a "general attack" by clicking the attack control 204. The user can set different "general attack" modes for different virtual objects. For example, the user can set the "general attack" mode for a first type of virtual object to "attack the nearest unit first," and the user can set the "general attack" mode for a second type of virtual object to "attack the unit with the lowest virtual life value first." Based on the "general attack" mode set by the user, the terminal can control the controlled virtual object to perform different "general attack" modes when the user clicks the attack control 204.

[0037] Signal transmission control 205: A user can send a shortcut signal to other users on the same team by clicking the signal transmission control 205. For example, a signal indicating the disappearance of an enemy, a signal indicating the start of an attack, or a signal indicating a retreat can be sent, although the present embodiment is not limited thereto. In some embodiments, the shortcut signal is displayed in the virtual scene in the form of a pictogram. For example, a signal indicating the start of an attack is displayed in the virtual scene as a pictogram of two crossed swords, and a signal indicating a retreat is displayed in the virtual scene as a pictogram of a shield.

[0038] Extension control 206: A user can control the terminal to display other controls by clicking the extension control 206. For example, after a user clicks the extension control 206, the terminal can display other types of signal transmission controls or emoji transmission controls in the virtual scene 200, and the user can click the emoji transmission control to send emojis in the virtual scene, and the emojis can be viewed by other users in the same team.

[0039] In the present embodiment, the technical solution of the present application may be executed by the first terminal 110, the second terminal 120, or the third terminal 130, and the present embodiment is not limited thereto. In the following, an example will be described in which the executing entity is the first terminal 110.

[0040] FIG. 3 is a flowchart of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. Referring to FIG. 3, the method includes the following steps:

[0041] In step 301, a first terminal displays a virtual scene, in which a controlled virtual object is displayed.

[0042] Here, the virtual scene is a game scene. The controlled virtual object is a virtual object controlled by the first terminal in the virtual scene. The user can control the controlled virtual object via the first terminal to move in the virtual scene and compete against other virtual objects.

[0043] In step 302, when a first interaction event occurs in the virtual scene, the first terminal displays a first pictogram corresponding to the first interaction event in the virtual scene, where the first interaction event is an interaction event associated with a first virtual object, and the first virtual object is a virtual object in the same team as the controlled virtual object.

[0044] Here, the interaction event is an event having an interactive nature in the virtual scene, such as an event in which a user controls a virtual object to defeat a virtual object of another team in the virtual scene, or an event in which a user controls a virtual object to defeat a specific monster in the virtual scene. In some embodiments, the monster may also be referred to as a neutral creature. By controlling the virtual object to defeat a specific monster, the user can increase the attribute value of the virtual object controlled by the user and the virtual object controlled by another user on the same team, for example, increasing the attack power, defense power, or skill damage of the virtual object. The first emoji corresponds to the first interaction event, and the first terminal can display the first emoji to indicate that the first interaction event has occurred in the virtual scene.

[0045] In step 303, in response to the operation on the first emoji, the first terminal displays a second emoji in the virtual scene, and the second emoji is used to reply to the first emoji.

[0046] According to the technical solution of the embodiment of the present application, during a game, when a teammate of the controlled virtual object triggers a first interaction event, a first emoji corresponding to the first interaction event will be displayed in the virtual scene; when a player wants to reply to the first emoji, he or she can directly operate on the first emoji without opening and selecting the chat box, and can quickly reply to a second emoji, thereby improving the efficiency of human-computer interaction.

[0047] The above steps 301 to 303 are a brief introduction to the technical solution of the present application, and the following will describe the technical solution of the present application in detail with reference to some examples.

[0048] FIG. 4 is a flowchart of a method for displaying pictograms in a virtual scene according to an embodiment of the present invention. Referring to FIG. 4, the method includes the following steps:

[0049] In step 401, a first terminal displays a virtual scene, in which a controlled virtual object is displayed.

[0050] In some embodiments, the virtual scene is a game scene of a MOBA game, the controlled virtual object is a virtual object controlled by a first terminal, and the user can control the virtual object via the first terminal to move in the virtual scene and activate a virtual skill to attack a virtual object of another team or activate a virtual skill to heal a virtual object of the same team.

[0051] In some embodiments, when a user starts a round of a virtual game, the first terminal displays a virtual scene corresponding to the round of the virtual game and displays a controlled virtual object in the virtual scene. Here, the round of the virtual game is a round of a MOBA game, the virtual scene displayed on the first terminal is a part of the area of ​​the virtual scene, the controlled virtual object is displayed at the center of the virtual scene displayed on the first terminal, and the virtual scene displayed on the first terminal moves in accordance with the movement of the controlled virtual object. In some embodiments, the virtual scene displayed on the first terminal is also referred to as the field of view of the controlled virtual object. If another virtual object enters the field of view of the controlled virtual object, the other virtual object can also be displayed on the first terminal.

[0052] Referring to FIG. 2, a virtual scene 200 is displayed on the first terminal, and a controlled virtual object 201 is displayed in the virtual scene 200.

[0053] In step 402, when a first interaction event occurs in the virtual scene, the first terminal displays a first pictogram corresponding to the first interaction event in the virtual scene, where the first interaction event is an interaction event associated with a first virtual object, and the first virtual object is a virtual object in the same team as the controlled virtual object.

[0054] In some embodiments, when a control terminal of a first virtual object issues a first emoji in the virtual scene, the first terminal displays the first emoji in the virtual scene. Here, the issuance of the first emoji in the virtual scene by the control terminal of the first virtual object is a first interaction event, and the emoji corresponding to the first interaction event is the first emoji. Corresponding to an implementation environment of the present embodiment, the control terminal of the first virtual object is the second terminal 120 in the implementation environment, and the user of the second terminal 120 and the user of the first terminal 110 are teammates in the game of the current round.

[0055] When the control terminal of the first virtual object, i.e., the second terminal, issues a first emoji in the virtual scene, the first terminal can display the first emoji, thereby realizing communication between different users in the same team and improving the efficiency of human-computer interaction.

[0056] For example, a virtual scene is displayed on the second terminal, and the virtual scene displayed on the second terminal includes a virtual object controlled by the second terminal, i.e., a first virtual object. During the game, if a user of the second terminal, i.e., a second user, wants to send an emoji to communicate with other users on the same team, the second user can trigger an emoji sending operation in the virtual scene displayed on the second terminal. In response to the emoji sending operation, the second terminal sends a first request to the server, where the first request carries a first emoji corresponding to the emoji sending operation. After receiving the first request, the server obtains the first emoji from the first request and sends a first command to the first terminal, where the first command carries the first emoji. In response to receiving the first command, the first terminal obtains the first emoji from the first command and displays the first emoji in the virtual scene.

[0057] Here, the emoji sending operation triggered by the second user in the virtual scene displayed on the second terminal includes any of the following:

[0058] 1. The second user clicks a control corresponding to a first pictogram in the virtual scene displayed on the second terminal.

[0059] Here, the control corresponding to the first emoticon is a signal transmission control or an emoticon transmission control, and the following will use as an example the case where the control corresponding to the first emoticon is a signal transmission control and the case where the control corresponding to the first emoticon is an emoticon transmission control.

[0060] For example, if the control corresponding to the first emoji is a signal transmission control, the signal transmission control is signal transmission control 205 in FIG. 2. The virtual scene displayed on the second terminal includes the signal transmission control, and the second terminal sends a first request to the server in response to a click operation on the signal transmission control, where the first request carries a first emoji corresponding to the signal transmission control. After receiving the first request, the server obtains the first emoji from the first request and sends a first command to the first terminal, where the first command carries the first emoji. In response to receiving the first command, the first terminal obtains the first emoji from the first command and displays the first emoji in the virtual scene.

[0061] In some embodiments, the signal transmission control includes a transmission control for transmitting an attack signal, a retreat signal, and a loss signal. Note that the attack signal is used to notify teammates that an attack is being initiated by controlling a virtual object, the retreat signal is used to notify teammates that an attack is being initiated by controlling a virtual object, and the loss signal is used to notify teammates that an enemy virtual object has been lost. Correspondingly, if the signal transmission control clicked by the second user is a transmission control for transmitting an attack signal, the first emoji corresponding to the signal transmission control is an emoji for notifying the start of an attack, for example, an emoji with a pattern of two crossed swords. If the signal transmission control clicked by the second user is a transmission control for transmitting a retreat signal, the first emoji corresponding to the signal transmission control is an emoji for notifying the retreat, for example, an emoji with a pattern of a shield. If the signal transmission control clicked by the second user is a transmission control for transmitting a loss signal, the first emoji corresponding to the signal transmission control is an emoji for notifying the loss of an enemy, for example, an emoji with a pattern of an exclamation point.

[0062] If the signal transmission control clicked by the second user is an attack signal transmission control, referring to FIG. 5 , the first terminal can display a first emoji 501 in the virtual scene 500, where the first emoji 501 is an emoji that signals the start of an attack.

[0063] For example, assume that the control corresponding to the first emoji is an emoji sending control, which is displayed after clicking the function extension control 206 in FIG. 2 . In response to the click operation on the emoji sending control, the second terminal sends a first request to the server, where the first request carries a first emoji corresponding to the emoji sending control. After receiving the first request, the server obtains the first emoji from the first request and sends a first command to the first terminal, where the first command carries the first emoji. In response to receiving the first command, the first terminal obtains the first emoji from the first command and displays the first emoji in the virtual scene.

[0064] 2. The second user invokes a chat window of the virtual scene displayed on the second terminal, and an emoji selection control is displayed in the chat window. In response to the second user's click operation on the emoji selection control, the second terminal displays at least one candidate emoji. The second user clicks a first emoji of the at least one candidate emoji.

[0065] The virtual scene displayed on the second terminal includes a chat control, and in response to a click operation on the chat control, the second terminal displays a chat window in the virtual scene, and an emoji selection control is displayed in the chat window. In response to a click operation on the emoji selection control by the second user, the second terminal displays at least one candidate emoji. In response to a click operation on a first emoji of the at least one candidate emoji, the second terminal transmits a first request to the server, the first request carrying the first emoji. After receiving the first request, the server retrieves the first emoji from the first request and transmits a first command to the first terminal, the first command carrying the first emoji. In response to receiving the first command, the first terminal retrieves the first emoji from the first command and displays the first emoji in the virtual scene.

[0066] In some embodiments, in response to the emoji sending operation, the second terminal may also display a first emoji corresponding to the emoji sending operation in the virtual scene. The first emoji sent by the second terminal may be displayed not only on the first terminal but also on the second terminal, thereby allowing the second user to view the first emoji.

[0067] In some embodiments, when there are multiple second terminals, in addition to sending the first instruction to the first terminal, the server can also send the first instruction to other second terminals, causing the other second terminals to display the first emoji in the virtual scene.

[0068] In this embodiment, all users in the same team can see the first emoji sent by the second terminal, thereby realizing interaction between multiple users in the same team and improving interaction efficiency.

[0069] In some embodiments, when a first virtual object triggers a target event in the virtual scene, the first terminal displays the first emoji corresponding to the target event in the virtual scene. In some embodiments, the target event triggered by the first virtual object in the virtual scene is also referred to as a "highlight moment" of the first virtual object.

[0070] In some embodiments, the target event includes any one of the following: a first virtual object defeating a target virtual creature in the virtual scene; a first virtual object stealing a target virtual creature from a second virtual object in the virtual scene; a first virtual object defeating a second virtual object in the virtual scene, the second virtual object being the first virtual object defeated in the virtual scene; or a first virtual object successively defeating multiple second virtual objects in the virtual scene.

[0071] Here, the target virtual creature is a virtual creature with a relatively high attribute value in the virtual scene. Defeating the target virtual creature can increase the attribute values ​​of all virtual objects on the same team. For example, the life values ​​of all virtual objects on the same team can be increased, or the attack power of all virtual objects on the same team can be increased, or the defense power of all virtual objects on the same team can be increased. In some embodiments, defeating the target virtual creature can also summon a virtual creature in the virtual scene, and the summoned virtual creature can assist the team that defeated the target virtual creature in the battle. In summary, defeating the target virtual creature in the virtual scene can improve the fighting ability of one's own team and increase the team's chances of winning. The first virtual object is a virtual object on the same team as the controlled virtual object, i.e., a virtual object controlled by the second terminal, and the second virtual object is a virtual object on a different team from the controlled virtual object, i.e., a virtual object controlled by the third terminal.

[0072] When a first virtual object seizes a target virtual creature from a second virtual object in a virtual scene, it means that the damage value of the second virtual object inflicted on the target virtual creature is greater than the target threshold, but the target virtual creature is defeated by the first virtual object. Defeat here refers to the "final blow," i.e., the virtual life value of the target virtual creature becomes 0 due to the attack of the first virtual object.

[0073] When a first virtual object defeats a second virtual object in a virtual scene, and the second virtual object is the first virtual object to be defeated in the virtual scene, the first virtual object defeats a virtual object on the opposing team in a virtual game round. In some embodiments, this situation is called "first blood" in a MOBA game.

[0074] A first virtual object successively defeating multiple second virtual objects in a virtual scene refers to the first virtual object successively defeating multiple second virtual objects in the virtual scene at a frequency equal to or less than a target time interval. The target time interval may be set by an engineer according to actual circumstances, such as 10 seconds or 15 seconds, and is not limited to this embodiment. A target time interval of 10 seconds indicates that the first virtual object defeats multiple second virtual objects, and the time interval between any two second virtual objects is 10 seconds or less. In a MOBA game, a situation in which a first virtual object successively defeats two second virtual objects in a virtual scene at a frequency equal to or less than the target time interval is called a "double kill" or "double consecutive defeat," and a situation in which a first virtual object successively defeats three second virtual objects is called a "triple kill" or "triple consecutive defeat."

[0075] For example, when a first virtual object triggers a target event in the virtual scene, the server sends a first command to the first terminal, where the first command carries a first emoji corresponding to the target event. After receiving the first command, the first terminal obtains a first emoji from the first command and displays the first emoji in the virtual scene. For example, assuming that the target event is a first virtual object successively defeating multiple second virtual objects in the virtual scene, referring to FIG. 6 , in response to the first virtual object triggering the target event in the virtual scene, the first terminal displays the first emoji 601 in the virtual scene 600, where the first emoji 601 is a "Like" emoji.

[0076] In some embodiments, when a first virtual object is defeated in the virtual scene and a control terminal of the first virtual object issues the first emoji in the virtual scene, the first terminal displays the first emoji in the virtual scene.

[0077] Here, when the first virtual object is defeated in the virtual scene, the life value of the first virtual object becomes 0. In some embodiments, the first virtual object may be defeated by a second virtual object, a defense tower, or a virtual creature in the virtual scene, but the embodiments of the present application are not limited thereto. In this embodiment, the first emoji is an emoji used by a user (i.e., a second user) controlling the first virtual object to express apology or dissatisfaction.

[0078] For example, in response to a first virtual object being defeated in the virtual scene, the second terminal displays an emoji sending control corresponding to a first emoji in the virtual scene. In response to a click operation on the emoji sending control, the second terminal sends a first request to the server, the first request carrying the first emoji. After receiving the first request, the server retrieves the first emoji from the first request and sends a first command to the first terminal, the first command carrying the first emoji. In response to the first command, the first terminal retrieves the first emoji from the first command and displays the first emoji in the virtual scene.

[0079] For example, referring to Fig. 7, when a first virtual object is defeated in the virtual scene, the second terminal displays an emoji sending control 701 corresponding to a first emoji in the virtual scene 700. In response to a click operation on the emoji sending control, referring to Fig. 8, the first terminal displays a first emoji 801 corresponding to the emoji sending control 701 in the virtual scene 800, where the first emoji 801 is a "sad" emoji.

[0080] In some embodiments, when a first interaction event occurs in the virtual scene, the first terminal plays an animation corresponding to the first emoji in the virtual scene.

[0081] Here, the video corresponding to the first emoji is configured by an engineer. For example, the engineer creates an emoji and a video corresponding to the emoji, and then binds and stores the emoji and the video corresponding to the emoji. When a first interaction event occurs in the virtual scene, the first terminal can directly load the video corresponding to the first emoji and play the video in the virtual scene.

[0082] In some embodiments, the first terminal displays an avatar of the first virtual object next to the first pictogram. For example, referring to Figure 5, the first terminal displays an avatar 502 of the first virtual object next to a first pictogram 501.

[0083] In this embodiment, by looking at the avatar next to the first emoji, the user can quickly know that the first emoji is an emoji sent by the control terminal of the first virtual object, i.e., the second terminal, so that the user can conveniently decide whether to reply to the first emoji, and improve the efficiency of human-computer interaction.

[0084] The position at which the first terminal displays the first pictogram will be described below.

[0085] In some embodiments, the virtual scene displays avatars of multiple virtual objects of the team, and in response to the first interaction event occurring in the virtual scene, the first terminal displays a first pictogram corresponding to the first interaction event below the avatar of the first virtual object.

[0086] In this embodiment, by looking at the avatar above the first emoji, the user can quickly know that the first emoji is an emoji sent by the control terminal of the first virtual object (i.e., the second terminal), making it easier for the user to decide whether to reply to the first emoji, and improving the efficiency of human-computer interaction.

[0087] For example, referring to FIG. 9 , a first terminal displays avatars 901 of multiple virtual objects of a team in a virtual scene 900, and in response to the occurrence of a first interaction event in the virtual scene 900, the first terminal displays a first emoji 903 corresponding to the first interaction event below the avatar 902 of the first virtual object.

[0088] In some embodiments, the first terminal displays the first pictogram in the upper right corner of the virtual scene, so that the display of the first pictogram does not interfere with the user's observation of the virtual scene and the first pictogram can be prevented from occluding the virtual scene. For example, referring to Figure 5, the first pictogram 501 in Figure 5 is displayed in the upper right corner of the virtual scene 500.

[0089] In some embodiments, a virtual map is displayed in the virtual scene, and the first terminal displays the first pictogram next to the virtual map. For example, the first terminal displays the first pictogram on the right side of the virtual map or below the virtual map. Because the virtual map is content that a user frequently checks during a game, the first terminal can increase the probability that the user will see the first pictogram by displaying the first pictogram around the virtual map. For example, referring to FIG. 5 , a virtual map 502 is displayed in the virtual scene 500, and the first terminal can display the first pictogram 501 not only in the upper right corner of the virtual scene 500, but also to the right or below the virtual map 502.

[0090] In some embodiments, after step 402, the first terminal may perform the following step 403 or 404 according to the actual situation, and the embodiments of the present application are not limited thereto.

[0091] In step 403, in response to the operation on the first emoji, the first terminal displays a second emoji in the virtual scene, and the second emoji is used to reply to the first emoji.

[0092] In some embodiments, in response to a click operation on the first emoji, the first terminal displays a second emoji of the same type as the first emoji in the virtual scene. In some embodiments, this manner of triggering the second emoji is also referred to as quick emoji transmission.

[0093] Here, the first terminal displays a second emoji of the same type as the first emoji in the virtual scene, such that if the first emoji is a "cute" emoji, the first terminal also sends a "cute" emoji after the user clicks on the first emoji; if the first emoji is a "happy" emoji, the first terminal also sends a "happy" emoji after the user clicks on the first emoji.

[0094] In this embodiment, when a user wants to reply to a first emoticon, he or she can directly click on the first emoticon to control the first terminal to display a second emoticon without performing related operations such as selecting an emoticon, thereby improving the efficiency of human-computer interaction.

[0095] For example, in response to a click operation on the first emoji, the first terminal obtains a second emoji of the same type as the first emoji. The first terminal displays the second emoji in the virtual scene. In some embodiments, after obtaining the second emoji of the same type as the first emoji, the first terminal may send a second request to the server, where the second request carries the second emoji. After receiving the second request, the server obtains the second emoji from the second request and sends a second command to the second terminal, where the second command carries the second emoji. In response to receiving the second command, the second terminal obtains the second emoji from the second command and displays the second emoji in the virtual scene. That is, when a user clicks the first emoji and controls the first terminal to display the second emoji, other users in the same team as the user can also see the second emoji through the second terminal, thereby realizing interaction between users. The types of the first and second emojis can be set by engineers according to actual situations, and the present embodiment is not limited thereto. For example, if the first emoji is an "apology" emoji, the engineer can bind a "comforting" emoji to the "apology" emoji. When a user clicks the "apology" emoji, the first terminal can display the "comforting" emoji. At the same time, the first terminal sends a second request to the server, which carries the "comforting" emoji. After receiving the second request, the server retrieves the "comforting" emoji from the second request and sends a second command to the second terminal, which carries the "comforting" emoji. In response to receiving the second command, the second terminal retrieves the "comforting" emoji from the second command and displays the "comforting" emoji in the virtual scene. The user who sent the "apology" emoji can feel encouragement from their teammates through the "comforting" emoji. For example, referring to FIG. 6, the first terminal displays a first emoji 601 in a virtual scene 600, and when a user clicks on the first emoji 601, referring to FIG. 10, the first terminal can display a second emoji 1001 in a virtual scene 1000.

[0096] In some embodiments, in response to a drag operation on the first emoji, the first terminal displays an emoji selection area in the virtual scene, where at least one candidate emoji is displayed in the emoji selection area, and in response to a click operation on a second emoji of the at least one candidate emoji, the first terminal displays the second emoji in the virtual scene.

[0097] In this embodiment, when a user wants to reply to a first emoji, the user can drag the first emoji and select a second emoji to send from the displayed emoji selection area, thereby increasing the user's autonomy and improving the user's gaming experience.

[0098] 11 , in response to a drag operation on the first emoji, the first terminal displays an emoji selection area 1101 in the virtual scene 1100, and at least one candidate emoji is displayed in the emoji selection area 1101. In response to a click operation on a second emoji 1102 of the at least one candidate emoji, the first terminal displays the second emoji 1102 in the virtual scene. In some embodiments, in response to a click operation on the second emoji 1102 of the at least one candidate emoji, the first terminal transmits a second request to the server, the second request carrying the second emoji. After receiving the second request, the server retrieves the second emoji from the second request and transmits a second command to the second terminal, the second command carrying the second emoji. In response to receiving the second command, the second terminal retrieves the second emoji from the second command and displays the second emoji in the virtual scene. In other words, when a user clicks on a first emoji and controls the first terminal to display a second emoji, other users who belong to the same team as the user can also see the second emoji through the second terminal, thereby realizing interaction between users.

[0099] Here, the candidate emojis in the emoji selection area are set by engineers according to actual situations, and the embodiment of the present application is not limited thereto. For example, an engineer can configure an “encouraging” emoji, a “happy” emoji, and a “sad” emoji in the emoji selection area. A user can select a second emoji from the emoji selection area to reply to the first emoji. Other users in the same team can also see the second emoji selected by the user, thereby facilitating communication between users.

[0100] In some embodiments, the emoji selection area includes multiple sub-areas, and at least one candidate emoji is displayed in each of the multiple sub-areas. In this embodiment, the terminal can display at least one candidate emoji in each of the multiple sub-areas, and the multiple candidate emojis can be separated by different sub-areas, allowing the user to select a desired candidate emoji from the different sub-areas.

[0101] For example, the emoji selection area is a circular area, one sub-area is a part of the circular area, and a type icon corresponding to at least one candidate emoji is displayed at the center of the circular area. In some embodiments, the emoji selection area is a rotatable area. In response to a slide operation on the emoji selection area, the first terminal controls the emoji selection area to rotate according to the direction of the slide operation. That is, the user can view different candidate emojis by sliding the emoji selection area. During the rotation of the emoji selection area, the candidate emojis also rotate accordingly. The user can rotate the candidate emoji to a desired position and then select an emoji. In this case, the emoji selection area is also referred to as an emoji roulette. A type icon displayed at the center of the circular area is used to indicate the types of the multiple candidate emojis displayed in the sub-areas. The user can check the types of the multiple candidate emojis by looking at the type icon.

[0102] In some embodiments, at least one emoji type icon is displayed in the emoji selection area, and each emoji type icon corresponds to at least one candidate emoji. In response to a click operation on a target emoji type icon among the at least one emoji type icon, the first terminal displays a second emoji corresponding to the target emoji type icon in the virtual scene. Here, the emoji type icon is an icon indicating a type of the corresponding emoji. For example, the emoji types include a "comforting" emoji, a "happy" emoji, and a "sad" emoji, etc. For example, if the target emoji type icon is an icon corresponding to the "comforting" emoji, then in response to a click operation on the target emoji type icon, the first terminal displays the "comforting" emoji in the virtual scene. In addition, the emoji corresponding to the emoji type icon is set by the user according to preference. For example, the user can set an emoji corresponding to at least one emoji type icon on the first terminal before the game starts. After the setting is completed, when the user clicks on the corresponding emoji type icon during the game, the first terminal can display the emoji set by the user for the emoji type icon, thereby enriching the user's options and improving the user's gaming experience.

[0103] In some embodiments, at least one candidate emoji displayed in the emoji selection area corresponds to a controlled virtual object. After a user clicks a second emoji among the at least one candidate emoji, the second emoji displayed in the virtual scene by the first terminal corresponds to the controlled virtual object. Other users can see the second emoji and know which user sent the second emoji, thereby improving the efficiency of human-computer interaction. In some embodiments, in response to a click operation on the second emoji among the at least one candidate emoji, the first terminal not only displays the second emoji in the virtual scene but also controls the controlled virtual object to perform an action corresponding to the second emoji. Here, "control" means to display. That is, the control process is performed by a server, and the first terminal displays the process of the controlled virtual object performing the action. Alternatively, the controlled virtual object's performance of the action is directly controlled by the first terminal, and the embodiments of the present application are not limited thereto. The correspondence between the second emoji and the action is set by the engineer according to the actual situation. For example, the engineer creates the second emoji and the corresponding action, and then binds and stores the second emoji and the corresponding action. In response to the selection of the second emoji, the first terminal controls the controlled virtual object to perform the action corresponding to the second emoji. In this embodiment, the first terminal not only displays the second emoji in the virtual scene, but also controls the controlled virtual object to perform the corresponding action, thereby enriching the display effect of the second emoji and improving the user's game experience.

[0104] In some embodiments, in response to an operation on the first emoji, the first terminal displays an enlarged second emoji in the virtual scene. In some embodiments, the second emoji is a vector diagram, and when the first terminal displays the second emoji, the second emoji is enlarged so that the user can easily view the second emoji.

[0105] For example, in response to an operation on a first emoji, the first terminal determines a second emoji corresponding to the operation, and the first terminal enlarges and displays the second emoji in the virtual scene. After determining the second emoji corresponding to the operation, the first terminal may also send a second request to the server, the second request carrying the second emoji, and the server sends a second command carrying the second emoji to the second terminal. After receiving the second command, the second terminal enlarges and displays the second emoji in the virtual scene.

[0106] In some embodiments, in response to an operation on the first emoji, the terminal plays an animation corresponding to a second emoji in the virtual scene.

[0107] In this case, the video corresponding to the second emoji is configured by a technician. For example, the technician creates the emoji and the video corresponding to the emoji, and then binds and stores the emoji and the video corresponding to the emoji. In response to an operation on the first emoji, the first terminal can directly load the video corresponding to the second emoji and play the video in the virtual scene.

[0108] For example, in response to an operation on a first emoji, the first terminal determines a second emoji corresponding to the operation, and the first terminal plays a video corresponding to the second emoji in the virtual scene. In response to the operation on the first emoji, the first terminal may also send a second request to the server, the second request carrying the second emoji, and the server sends a second instruction carrying the second emoji to the second terminal. After receiving the second instruction, the second terminal plays a video corresponding to the second emoji in the virtual scene.

[0109] In some embodiments, in response to an operation on the first emoji, the first terminal updates the first emoji to the second emoji.

[0110] In this embodiment, the first terminal can display only one emoji at a time, thereby avoiding the virtual scene being obscured by a large number of displayed emojis, and improving the user's gaming experience.

[0111] For example, in response to an operation on a first emoji, the first terminal determines a second emoji corresponding to the operation. The first terminal cancels the display of the first emoji and displays the second emoji in the display position of the first emoji. In response to the operation on the first emoji, the first terminal may also send a second request to the server, the second request carrying the second emoji, and the server sends a second instruction carrying the second emoji to the second terminal. After receiving the second instruction, the second terminal updates the first emoji to the second emoji in the virtual scene.

[0112] In some embodiments, the first terminal displays the second glyph above the controlled virtual object.

[0113] In some embodiments, when a first interaction event occurs in the virtual scene, the first terminal displays an interaction control corresponding to the first emoji in the virtual scene. In response to an operation on the interaction control, the first terminal displays the second emoji in the virtual scene. In some embodiments, the first terminal simultaneously displays the first emoji in the virtual scene.

[0114] Here, the position of the interaction control can be set by the engineer according to the actual situation, for example, the interaction control can be set at the bottom right corner or bottom left corner of the virtual scene, and the embodiment of the present application is not limited thereto.

[0115] 9 , in response to a first interaction event occurring in a virtual scene 900, the first terminal displays a first pictogram 903 and an interaction control 904 corresponding to the first pictogram in the virtual scene 900. In response to an operation on the interaction control 904, the first terminal displays the second pictogram in the virtual scene 900.

[0116] In some embodiments, the first terminal displays an avatar of the controlled virtual object next to the second glyph.

[0117] In this embodiment, by looking at the avatar next to the second emoji, the user can quickly know that the second emoji is the emoji sent by the control terminal (i.e., the first terminal) of the controlled virtual object, thereby improving the efficiency of human-computer interaction.

[0118] In some embodiments, the virtual scene displays avatars of multiple virtual objects that are on the same team as the controlled virtual object, and the first terminal displays corresponding second pictograms below the avatars of the multiple virtual objects.

[0119] In this embodiment, a user can quickly know which user sent the second pictogram by looking at the avatar above the second pictogram, thereby improving the efficiency of human-computer interaction.

[0120] In some embodiments, in response to not detecting an operation on the second emoji within the target time length, the first terminal cancels display of the second emoji.

[0121] In step 404, if no operation on the first pictogram is detected within the target time length, the first terminal cancels the display of the first pictogram.

[0122] Here, the target time length may be set to 2 seconds, 3 seconds, or 5 seconds by a technician according to the actual situation, and the present embodiment is not limited thereto.

[0123] In step 404, if no operation on the first emoji is detected within the target time length, it indicates that the user does not want to reply to the first emoji, in which case the first terminal can cancel the display of the first emoji without occupying additional display space of the virtual scene.

[0124] In step 405, if a second interaction event occurs in the virtual scene, the first terminal updates the second emoji to a third emoji corresponding to the second interaction event, where the second interaction event is an interaction event associated with a second virtual object, and the second virtual object is a virtual object in the same team as the controlled virtual object.

[0125] Here, the second interaction event may be the same as or different from the first interaction event. Correspondingly, the second virtual object may be the same as or different from the first virtual object, but the present embodiment is not limited thereto. In the following description, an example will be described in which the second virtual object and the first virtual object are different virtual objects. Correspondingly, the second terminal in the following description is not the same terminal as the second terminal in the above steps. The second terminal in steps 401 to 404 is a control terminal for the first virtual object, and the second terminal in step 405 is a control terminal for the second virtual object.

[0126] In some embodiments, when the control terminal of the second virtual object issues the third emoji in the virtual scene, the first terminal updates the second emoji to the third emoji in the virtual scene, where the control terminal of the second virtual object issues the third emoji in the virtual scene is a second interaction event, and the emoji corresponding to the second interaction event is the third emoji.

[0127] In this embodiment, when the control terminal of the second virtual object issues a third emoji in the virtual scene, the first terminal can display the third emoji, thereby realizing communication between different users in the same team and improving the efficiency of human-computer interaction.

[0128] For example, the second terminal displays a virtual scene, and the virtual scene displayed on the second terminal includes a virtual object controlled by the second terminal, i.e., a second virtual object. During the game, if a user of the second terminal, i.e., the second user, wants to send an emoji to communicate with other users on the same team, the second user can trigger an emoji sending operation in the virtual scene displayed on the second terminal. In response to the emoji sending operation, the second terminal sends a third request to the server, and the third request carries a third emoji corresponding to the emoji sending operation. After receiving the third request, the server obtains the third emoji from the third request and sends a third command to the first terminal, which carries the third emoji. In response to receiving the third command, the first terminal obtains the third emoji from the third command and displays the third emoji in the virtual scene.

[0129] In some embodiments, in response to a second virtual object triggering a target event in the virtual scene, the first terminal displays the third pictogram corresponding to the target event in the virtual scene.

[0130] For example, in response to a second virtual object triggering a target event in the virtual scene, the server sends a third command to the first terminal, the third command carrying a third emoji corresponding to the target event, and after receiving the third command, the first terminal obtains the third emoji from the third command and displays the third emoji in the virtual scene.

[0131] In some embodiments, when a second virtual object is defeated in the virtual scene and a control terminal of the second virtual object issues the third emoji in the virtual scene, the first terminal displays the third emoji in the virtual scene.

[0132] Here, when the second virtual object is defeated in the virtual scene, it means that the virtual life value of the second virtual object becomes 0. In some embodiments, the second virtual object may be defeated by another virtual object, a defense tower, or a virtual creature in the virtual scene, and the embodiments of the present application are not limited thereto. In this embodiment, the third emoji is an emoji used by a user (i.e., a second user) controlling the second virtual object to express apology or dissatisfaction.

[0133] For example, in response to a second virtual object being defeated in the virtual scene, the second terminal displays an emoji sending control corresponding to a third emoji in the virtual scene. In response to a click operation on the emoji sending control, the second terminal sends a third request to the server, where the third request carries the third emoji. After receiving the third request, the server obtains the third emoji from the third request and sends a third command to the first terminal, where the third command carries the third emoji. In response to receiving the third command, the first terminal obtains the third emoji from the third command and displays the third emoji in the virtual scene.

[0134] For example, referring to FIG. 12 , a first terminal displays a second emoji 1201 in a virtual scene 1200, and in response to a second interaction event occurring in the virtual scene 1200, the first terminal updates the second emoji 1201 to a third emoji 1202 corresponding to the second interaction event.

[0135] All the above optional technical solutions can be arbitrarily combined to form alternative embodiments of the present application, and will not be described in detail here.

[0136] To more clearly explain the technical solution according to the embodiments of the present application, the following description will be made with reference to each possible embodiment of the above steps 401 to 405 and FIG.

[0137] When a first interaction event occurs in the virtual scene, the first terminal displays a first emoji corresponding to the first interaction event in the virtual scene. The first interaction event includes an event in which a control terminal of a first virtual object issues the first emoji in the virtual scene, an event in which the first virtual object triggers a target event in the virtual scene, and an event in which the first virtual object is defeated in the virtual scene and the control terminal of the first virtual object issues the first emoji in the virtual scene. Here, the issuance of the first emoji in the virtual scene by the control terminal of the first virtual object includes a teammate spontaneously sending an emoji or a teammate sending a signal, the first virtual object triggering the target event in the virtual scene corresponds to the teammate triggering a highlight moment, and the first virtual object being defeated in the virtual scene corresponds to the teammate's death. If an operation is performed on the first emoji within a target time length (3 seconds), and the operation on the first emoji is a click operation, the first terminal displays a second emoji of the same type as the first emoji. If the operation on the first emoji is a drag operation, the first terminal displays an emoji roulette and selects a second emoji from the emoji roulette. If no operation on the second emoji is detected within the target time length (3 seconds) and no new interaction event is detected, the process ends. If a second interaction event occurs in the virtual scene, the above steps are repeated.

[0138] According to the technical solution of the embodiment of the present application, when a teammate of the controlled virtual object triggers a first interaction event during a game, a first emoji corresponding to the first interaction event will be displayed in the virtual scene; when a player wants to reply to the first emoji, he or she can quickly reply to a second emoji by directly performing an operation on the first emoji without opening and selecting a chat box, thereby improving the efficiency of human-computer interaction.

[0139] FIG. 14 is an exemplary structural diagram of an apparatus for displaying emoji in a virtual scene according to an embodiment of the present application. Referring to FIG. 14, the apparatus includes: a virtual scene display module 1401, a first emoji display module 1402, and a second emoji display module 1403.

[0140] The virtual scene display module 1401 is configured to display a virtual scene in which a controlled virtual object is displayed.

[0141] The first emoji display module 1402 is configured to, when a first interaction event occurs in the virtual scene, display a first emoji corresponding to the first interaction event in the virtual scene, the first interaction event being an interaction event associated with a first virtual object, and the first virtual object being a virtual object in the same team as the controlled virtual object.

[0142] The second emoji display module 1403 is configured to display a second emoji in the virtual scene in response to an operation on the first emoji, the second emoji being used to reply to the first emoji.

[0143] In some embodiments, the first emoji display module 1402 is configured to perform any of the following steps, including: When a control terminal of the first virtual object issues the first pictogram in the virtual scene, displaying the first pictogram in the virtual scene; When the first virtual object triggers a target event in the virtual scene, displaying the first emoji corresponding to the target event in the virtual scene; and When the first virtual object is defeated in the virtual scene and a control terminal of the first virtual object issues the first pictogram in the virtual scene, the first pictogram is displayed in the virtual scene.

[0144] In some embodiments, the first glyph display module 1402 is configured to play an animation corresponding to the first glyph in the virtual scene.

[0145] In some embodiments, the device further comprises an avatar display module, wherein the avatar display module is configured to perform at least one of the following steps: displaying an avatar of the first virtual object next to the first pictogram; and Displaying an avatar of the controlled virtual object next to the second pictogram.

[0146] In some embodiments, the second emoji display module 1403 is configured to perform any of the following steps, including: displaying the second emoji of the same type as the first emoji in the virtual scene in response to a click operation on the first emoji; and In response to a drag operation on the first emoji, an emoji selection area is displayed in the virtual scene, and at least one candidate emoji is displayed in the emoji selection area, and in response to a click operation on a second emoji of the at least one candidate emoji, the second emoji is displayed in the virtual scene.

[0147] In some embodiments, the second glyph display module 1403 is configured to update the first glyph to the second glyph in response to an operation on the first glyph.

[0148] In some embodiments, the second glyph display module 1403 is further configured to display the second glyph above the controlled virtual object.

[0149] In some embodiments, the device further comprises: and a third emoji display module configured to update the second emoji to a third emoji corresponding to a second interaction event when the second interaction event occurs in the virtual scene, the second interaction event being an interaction event associated with a second virtual object, the second virtual object being a virtual object in the same team as the controlled virtual object.

[0150] In some embodiments, the virtual scene displays avatars of multiple virtual objects in the team, and the first emoji display module 1402 is configured to, when the first interaction event occurs in the virtual scene, display a first emoji corresponding to the first interaction event below the avatar of the first virtual object.

[0151] In some embodiments, the second glyph display module 1403 is further configured to display a corresponding second glyph below an avatar of the plurality of virtual objects.

[0152] In some embodiments, the second glyph display module 1403 is further configured to display an interaction control corresponding to the first glyph in the virtual scene, and to display the second glyph in the virtual scene in response to an operation on the interaction control.

[0153] In some embodiments, the first emoji display module 1402 further cancels display of the first emoji in response to not detecting an operation on the first emoji within a target time length.

[0154] It should be noted that, when the display device for displaying emojis in a virtual scene according to the above embodiment displays emojis in a virtual scene, only the division of the above functional modules is described as an example, but in actual applications, the above functions may be assigned to different functional modules as needed to complete them, that is, the internal structure of the computer device may be divided into different functional modules to complete all or part of the above functions. Furthermore, the embodiment of the display device for displaying emojis in a virtual scene according to the above embodiment belongs to the same concept as the embodiment of the method for displaying emojis in a virtual scene, and the specific implementation process thereof may be referred to the embodiment of the method, and will not be repeated here.

[0155] According to the technical solution of the embodiment of the present application, when a teammate of the controlled virtual object triggers a first interaction event during a game, a first emoji corresponding to the first interaction event will be displayed in the virtual scene; when a player wants to reply to the first emoji, he or she can quickly reply to a second emoji by directly performing an operation on the first emoji without opening and selecting a chat box, thereby improving the efficiency of human-computer interaction.

[0156] The present embodiment provides a computer device configured to perform the above method, and the computer device can be realized as a terminal, and the structure of the terminal will be described below.

[0157] 15 is an exemplary structural diagram of a terminal according to an embodiment of the present application. The terminal 1500 may be a smartphone, a tablet computer, a notebook computer, or a desktop computer. The terminal 1500 may also be called a user equipment, a portable terminal, a laptop terminal, a desktop terminal, or the like.

[0158] Typically, the terminal 1500 includes one or more processors 1501 and one or more memories 1502 .

[0159] The processor 1501 may include one or more processing cores (e.g., a 4-core processor and an 8-core processor). The processor 1501 may be implemented using at least one hardware form of a digital signal processor (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor used to process data in a wake-up state and is also called a central processing unit (CPU). The coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 1501 may be integrated with a graphics processing unit (GPU), which is used to render and draw content displayed on a display screen. In some embodiments, the processor 1501 may further include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0160] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also comprise one or more of magnetic disk memory, high-speed random access memory such as flash memory, and non-volatile memory. In some embodiments, the non-transitory computer-readable storage media of the memory 1502 is used to store at least one computer program that causes the processor 1501 to perform a method for displaying emojis in a virtual scene according to a method embodiment of the present application.

[0161] In some embodiments, terminal 1500 may further include a peripheral interface 1503 and at least one peripheral. Processor 1501, memory 1502, and peripheral interface 1503 may be connected to each other via a bus or signal lines. Each peripheral may be connected to peripheral interface 1503 via a bus, signal line, or circuit board. Specifically, the peripherals include at least one of radio frequency circuitry 1504, display screen 1505, camera component 1506, audio circuitry 1507, and power supply 1509.

[0162] The peripheral interface 1503 is used to connect at least one peripheral for input / output (I / O) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral interface 1503 are integrated on the same chip or circuit board. In other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral interface 1503 can be implemented on separate chips or circuit boards, and this embodiment is not limited thereto.

[0163] The radio frequency circuit 1504 is used to transmit and receive radio frequency (RF) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Illustratively, the radio frequency circuit 1504 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module (SIM) card, etc.

[0164] The display screen 1505 is used to display a user interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. If the display screen 1505 is a touchscreen, the display screen 1505 further includes functionality for collecting touch signals on or at the surface of the display screen 1505. The touch signals may be input to the processor 1501 as control signals for processing. In this case, the display screen 1505 is used to provide virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard.

[0165] The camera component 1506 is used to collect images or videos. Illustratively, the camera component 1506 includes a front camera and a rear camera. Typically, the front camera is located on the front panel of the terminal, and the rear camera is located on the back of the terminal.

[0166] The audio circuitry 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment and convert the sound waves into electrical signals that are input to the processor 1501 for processing or to the radio frequency circuitry 1504 for voice communication.

[0167] The power supply 1509 is used to provide power to each component in the terminal 1500. The power supply 1509 may be AC, DC, a disposable battery, or a rechargeable battery.

[0168] In some embodiments, terminal 1500 further comprises one or more sensors 1510, including, but not limited to, an acceleration sensor 1511, a gyroscope sensor 1512, a pressure sensor 1513, an optical sensor 1515, and a proximity sensor 1516.

[0169] The acceleration sensor 1511 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1500 .

[0170] The gyroscope sensor 1512 can detect the body orientation and rotation angle of the terminal 1500, and the gyroscope sensor 1512 can cooperate with the acceleration sensor 1511 to collect the 3D movement of the user relative to the terminal 1500.

[0171] The pressure sensor 1513 can be arranged on a side frame of the terminal 1500 and / or on a lower layer of the display screen 1505. When the pressure sensor 1513 is arranged on a side frame of the terminal 1500, it can detect a user's grip signal on the terminal 1500, and the processor 1501 can distinguish between left and right hands or perform shortcut operations based on the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is arranged on a lower layer of the display screen 1505, the processor 1501 can control an operable control on the UI interface based on the user's pressure operation on the display screen 1505.

[0172] The optical sensor 1515 is used to collect ambient light intensity. In one embodiment, the processor 1501 can control the display brightness of the display screen 1505 according to the ambient light intensity collected by the optical sensor 1515.

[0173] The proximity sensor 1516 is used to collect the distance between the user and the front of the terminal 1500 .

[0174] As will be appreciated by those skilled in the art, the structure shown in FIG. 15 is not intended to limit the terminal 1500, and the terminal 1500 may include more or fewer components than those shown, or some components may be combined, or a different component arrangement may be employed.

[0175] The present embodiment further provides a computer-readable storage medium, such as a memory, containing a computer program that causes a processor to execute the method for displaying emojis in a virtual scene in the embodiment. For example, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a read-only memory (CD-ROM), a magnetic disk, a floppy disk, an optical data storage device, etc.

[0176] In an embodiment of the present application, a computer program product or a computer program including program code is further provided, the program code being stored in a computer-readable storage medium, and a processor of a computer device reads and executes the program code from the computer-readable storage medium, thereby causing the computer device to perform the above-mentioned method for displaying emojis in a virtual scene.

[0177] In some embodiments, a computer program according to the present embodiment may be deployed and executed on one computer device, or on multiple computer devices in the same location, or on multiple computer devices distributed across multiple locations and interconnected via a communication network, and the multiple computer devices distributed across multiple locations and interconnected via a communication network may constitute a blockchain system.

[0178] As can be understood by those skilled in the art, all or part of the steps in the above embodiments may be completed by hardware, or may be completed by a program instructing relevant hardware. The program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk, or an optical disk.

[0179] The above description is merely a possible embodiment of the present application, and does not limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application should all be included in the protection scope of the present application.

Claims

1. 1. A method for displaying emojis in a virtual scene, comprising: displaying a virtual scene, the virtual scene displaying a controlled virtual object; When a first interaction event occurs in the virtual scene, displaying a first pictogram corresponding to the first interaction event in the virtual scene, the first interaction event being an interaction event associated with a first virtual object, and the first virtual object being a virtual object in the same team as the controlled virtual object; displaying a second emoji in the virtual scene in response to an operation on the first emoji, the second emoji being used to reply to the first emoji; Including, When a first interaction event occurs in the virtual scene, displaying a first pictogram corresponding to the first interaction event in the virtual scene includes: When the first virtual object triggers a target event in the virtual scene, displaying the first emoji corresponding to the target event in the virtual scene; or When the first virtual object is defeated in the virtual scene and a control terminal of the first virtual object issues the first pictogram in the virtual scene, displaying the first pictogram in the virtual scene; The step of displaying a second pictogram in the virtual scene in response to an operation on the first pictogram includes: a step of displaying the second emoji of the same type as the first emoji in the virtual scene in response to a click operation on the first emoji.

2. displaying a first pictogram in the virtual scene corresponding to the first interaction event, playing an animation corresponding to the first emoji in the virtual scene; The method for displaying pictograms in a virtual scene according to claim 1 .

3. The method for displaying emojis in the virtual scene comprises: displaying an avatar of the first virtual object next to the first pictogram; and displaying an avatar of the controlled virtual object next to the second pictogram. The method for displaying pictograms in a virtual scene according to claim 1 .

4. The step of displaying a second pictogram in the virtual scene in response to an operation on the first pictogram includes: displaying a pictorial symbol selection area in the virtual scene in response to a drag operation on the first pictorial symbol, wherein at least one candidate pictorial symbol is displayed in the pictorial symbol selection area; and displaying the second pictorial symbol in the virtual scene in response to a click operation on the second pictorial symbol of the at least one candidate pictorial symbol. The method for displaying pictograms in a virtual scene according to claim 1 .

5. The step of displaying a second pictogram in the virtual scene in response to an operation on the first pictogram includes: updating the first pictogram to the second pictogram in response to an operation on the first pictogram; The method for displaying pictograms in a virtual scene according to claim 1 .

6. The method for displaying emojis in the virtual scene comprises: further comprising displaying the second pictogram above the controlled virtual object. The method for displaying pictograms in a virtual scene according to claim 5.

7. The method for displaying emojis in the virtual scene comprises: and further comprising: when a second interaction event occurs in the virtual scene, updating the second pictogram to a third pictogram corresponding to the second interaction event, wherein the second interaction event is an interaction event associated with a second virtual object, and the second virtual object is a virtual object in the same team as the controlled virtual object. The method for displaying pictograms in a virtual scene according to claim 1 .

8. a step of displaying avatars of a plurality of virtual objects in the team in the virtual scene, and when a first interaction event occurs in the virtual scene, displaying a first pictogram corresponding to the first interaction event in the virtual scene, When the first interaction event occurs in the virtual scene, displaying a first pictogram corresponding to the first interaction event below an avatar of the first virtual object. The method for displaying pictograms in a virtual scene according to claim 1 .

9. The method for displaying emojis in the virtual scene comprises: further comprising displaying the second pictogram below avatars of the plurality of virtual objects. The method for displaying pictograms in a virtual scene according to claim 8.

10. The method for displaying emojis in the virtual scene comprises: displaying an interaction control corresponding to the first pictogram in the virtual scene; and displaying the second pictogram in the virtual scene in response to an operation on the interaction control. The method for displaying pictograms in a virtual scene according to claim 1 .

11. The method for displaying emojis in the virtual scene comprises: and further comprising a step of canceling display of the first pictogram when an operation on the first pictogram is not detected within a target time length. The method for displaying pictograms in a virtual scene according to claim 1 .

12. 1. A display device for displaying emojis in a virtual scene, comprising: a virtual scene display module configured to display a virtual scene, the virtual scene displaying the controlled virtual object; a first emoji display module configured to, when a first interaction event occurs in the virtual scene, display a first emoji corresponding to the first interaction event in the virtual scene, wherein the first interaction event is an interaction event associated with a first virtual object, and the first virtual object is a virtual object in the same team as the controlled virtual object; a second emoji display module configured to display a second emoji in the virtual scene in response to an operation on the first emoji, the second emoji being used to reply to the first emoji; Equipped with The first pictogram display module: When the first virtual object triggers a target event in the virtual scene, displaying the first pictogram corresponding to the target event in the virtual scene; or When the first virtual object is defeated in the virtual scene and a control terminal of the first virtual object issues the first pictogram in the virtual scene, displaying the first pictogram in the virtual scene; The second pictogram display module: a display device for displaying a second emoji of the same type as the first emoji in the virtual scene in response to a click operation on the first emoji;

13. A computing device comprising one or more processors and one or more memories, A computer device having at least one computer program stored in the one or more memories, the computer program implementing the method for displaying emojis in a virtual scene according to any one of claims 1 to 11 when loaded and executed by the one or more processors.

14. A computer program product for causing a computer to execute the method for displaying pictograms in a virtual scene according to any one of claims 1 to 11.

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